Ashe Intercessor

The Ashe Intercessor is a divine intermediary who channels sacred ashe, the vital current that flows between the mortal world and the unseen spirits. Rather than serving an abstract cosmic force, these priests bind themselves to specific patrons: orisha, lwa, ancestors, or local guardian spirits known by many names. Each spirit offers distinct blessings and demands, and the intercessor learns to honor those relationships through offering, dance, song, silence, and rite. In play, the class is a healer, diviner, protector, and community leader. They read omens, cleanse troubled places, negotiate with restless powers, and call down blessings for the worthy. Some are gentle shepherds; others are stern keepers of thresholds. All understand that ashe is reciprocal: what is given must be returned, and every favor carries a price. Their magic feels personal, warm, and dangerous—never merely academic.

Class Features

Hit Die d8
Primary Ability Wisdom
Saving Throws Wisdom, Charisma
Archetype Spellcaster
Ability Categories spellcasting
Caster Progression Full

Proficiencies

Armor Light armor, Medium armor, Shields
Weapons Simple weapons
Skills Choose 2 from History, Insight, Medicine, Persuasion, Religion

Class Resources

Ashe Points

Max 5

Ashe is the sacred current you mediate between the mortal world and the spirits. Your Ashe point maximum equals your Proficiency Bonus + your Wisdom modifier (5 at 1st level with Wisdom 16; 11 at 11th level with Deep Wellspring; 15 at 20th level). Ashe funds small intercessions: Spirit's Favor, Ashe Ward, Ancestral Rite, Lifeline of Ashe, and various subclass abilities.

Reset
Long Rest (all points); Short Rest (Proficiency Bonus points at 9th level; all points at 20th level)
Spending
Spend Ashe points only while conscious and not Incapacitated. Spirit's Favor costs 1 (Bonus Action). Ashe Ward costs 1 (Reaction). Ancestral Rite costs 1 (1 minute of prayer, song, or offering). Lifeline of Ashe costs 1 (triggered by expending a spell slot of 1st level or higher). Subclass features may cost 1, 2, or 3 Ashe points as listed in their entries. You can't spend Ashe points if you have none remaining, and you can't spend Ashe points on the same turn more times than you have points.
Recovery
You regain all expended Ashe points when you finish a Long Rest. At 9th level (Ashen Overflow) you also regain expended Ashe points equal to your Proficiency Bonus when you finish a Short Rest, and you regain 1 point when you roll Initiative if you have 2 or fewer remaining. At 20th level (Ashe Eternal) a Short Rest restores all expended Ashe points.

Channel Ashe

Max 2

Channel Ashe is the raw, undirected expression of your patrons' power — used for Admonish the Unquiet, Spirit's Blessing, and subclass Channel options. You have 2 uses at 2nd level, 3 uses at 6th level, and 4 uses at 18th level.

Reset
Short or Long Rest
Spending
Spend one use of Channel Ashe to take the Admonish the Unquiet or Spirit's Blessing option as a Magic action. Subclass features (such as Guiding Path) may also spend a use of Channel Ashe. Each use is spent whether or not the option's saving throw succeeds.
Recovery
You regain all expended uses of Channel Ashe when you finish a Short or Long Rest.

Class Abilities

Spellcasting

Spellcasting Ability Wisdom
Cantrips Known 5
Spirit Bolt
Cantrip Evocation
Casting Time: 1 action
Range: 60 feet
Target: One creature or object you can see within 60 feet
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Ranged spell attack (your spell attack modifier)
Defense: None

A dart of condensed ashe leaps from your hand and strikes like a spirit's fingertip.

Rules Text:

Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage. Cantrip Upgrade: the damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Damage
Attack: Ranged spell attack
Ancestral Guidance
Cantrip Divination
Casting Time: 1 action
Range: Touch
Target: One willing creature you touch
Components: V, S
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: None
Defense: None

A small voice from the other side steadies the hand of a friend.

Rules Text:

You touch one willing creature while a spirit patron whispers counsel. Until the spell ends, the target can roll 1d4 and add the number rolled to one ability check of its choice, then the spell ends. A creature can benefit from only one instance of this spell at a time.

Buff
Target: One willing creature you touch
Duration: 1 minute
Read Omens
Cantrip Divination
Casting Time: 1 action
Range: Self
Target: Self (30-foot radius)
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: None

The hairs on your arms rise as the nearness of the unseen becomes plain.

Rules Text:

You open your senses to the unseen. You learn whether any Celestial, Fiend, or Undead is within 30 feet of you, and you learn whether the ground within 30 feet of you has been consecrated or desecrated. The spell doesn't reveal the number or location of such creatures.

Utility
Range: 30-foot radius
Target: Self
Duration: Instantaneous
Palm Fire
Cantrip Evocation
Casting Time: 1 action
Range: 60 feet
Target: Each creature in a 5-foot-radius Sphere centered on a point you can see within 60 feet
Components: V, S, M
Duration: Instantaneous
Movement: None
Attack / Save: Dexterity saving throw against your spell save DC
Defense: None

Spirit-fed flame blooms from a drop of oil and scorches everything it touches.

Rules Text:

A burst of consecrated flame erupts at a point you can see within range. Each creature in a 5-foot-radius Sphere centered on that point must make a Dexterity saving throw, taking 1d6 Fire damage on a failure. Cantrip Upgrade: the damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Damage
Saving Throw: Dexterity
Range: 60 feet
Target: Each creature in a 5-foot-radius Sphere
Damage: 1d6 fire (+1d6 at 5th, 11th, and 17th level)
Duration: Instantaneous
Bless
Level 1 Enchantment
Casting Time: 1 action
Range: 30 feet
Target: Up to three creatures of your choice within 30 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: None
Defense: None

You call the names of your patrons over your companions, and their steps steady.

Rules Text:

Choose up to three creatures within range. Until the spell ends, each target adds 1d4 to its attack rolls and saving throws. Using a Higher-Level Spell Slot: you can target one additional creature for each slot level above 1.

Buff
Target: Up to three creatures within 30 feet
Duration: Concentration, up to 1 minute
At Higher Levels:

One additional target per slot level above 1.

Cure Wounds
Level 1 Abjuration
Casting Time: 1 action
Range: Touch
Target: One creature you touch
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: None

Warmth flows down your arm into the wound, and flesh knits under it.

Rules Text:

A creature you touch regains 2d8 + your spellcasting ability modifier Hit Points. This spell has no effect on Undead or Constructs. Using a Higher-Level Spell Slot: the healing increases by 2d8 for each slot level above 1.

Healing
Range: Touch
Target: One creature you touch
Healing: 2d8 + Wisdom modifier
Duration: Instantaneous
At Higher Levels:

Healing increases by 2d8 per slot level above 1.

Guiding Bolt
Level 1 Evocation
Casting Time: 1 action
Range: 120 feet
Target: One creature you can see within 120 feet
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Ranged spell attack (your spell attack modifier)
Defense: None

A spirit marks the target as guilty, and a shaft of light follows the mark.

Rules Text:

Make a ranged spell attack against one creature within range. On a hit, the target takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot: the damage increases by 1d6 for each slot level above 1.

Damage
Attack: Ranged spell attack
At Higher Levels:

Damage increases by 1d6 per slot level above 1.

Sanctuary
Level 1 Abjuration
Casting Time: 1 Bonus Action
Range: 30 feet
Target: One creature you can see within 30 feet
Components: V, S, M
Duration: 1 minute
Movement: None
Attack / Save: Wisdom saving throw against your spell save DC (made by any creature that targets the warded creature)
Defense: Protects the warded creature from being targeted by attacks and spells

You draw a line of salt in the air and the spirits stand between your friend and harm.

Rules Text:

You ward a creature within range. Until the spell ends, any creature that targets the warded creature with an attack roll or a spell must first succeed on a Wisdom saving throw or waste the attack or spell (it must choose a new target or lose the action). This spell doesn't protect the warded creature from effects that don't target it, such as an explosion. The spell ends early if the warded creature makes an attack roll, casts a spell, or deals damage to another creature.

Defense
Saving Throw: Wisdom
Target: One creature within 30 feet
Duration: 1 minute
Defense: Attackers must succeed on a Wisdom save or lose the attack or spell
Aid
Level 2 Abjuration
Casting Time: 1 action
Range: 30 feet
Target: Up to three creatures of your choice within 30 feet
Components: V, S, M
Duration: 8 hours
Movement: None
Attack / Save: None
Defense: Hit Point maximum increased

You bind white cloth to your companions' wrists and pour vitality into them.

Rules Text:

Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot: the increase rises by 5 for each slot level above 2.

Buff
Target: Up to three creatures within 30 feet
Duration: 8 hours
Defense: +5 Hit Point maximum and current Hit Points
At Higher Levels:

+5 Hit Points per slot level above 2.

Spiritual Weapon
Level 2 Evocation
Casting Time: 1 Bonus Action
Range: 60 feet
Target: One creature within 5 feet of the spectral weapon
Components: V, S
Duration: Concentration, up to 1 minute
Movement: The weapon can move up to 20 feet as a Bonus Action on your later turns
Attack / Save: Melee spell attack (your spell attack modifier)
Defense: None

An ancestral weapon hangs in the air, waiting for the command to strike.

Rules Text:

You create a spectral weapon shaped like a blade, staff, or iron rod sacred to your patrons in an unoccupied space you can see within range. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon, dealing 1d8 + your spellcasting ability modifier Force damage on a hit. As a Bonus Action on your later turns, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. Using a Higher-Level Spell Slot: the damage increases by 1d8 for every two slot levels above 2.

Damage
Attack: Melee spell attack
At Higher Levels:

+1d8 damage for every two slot levels above 2.

Warding Bond
Level 2 Abjuration
Casting Time: 1 action
Range: Touch
Target: One willing creature you touch
Components: V, S, M
Duration: 1 hour
Movement: None
Attack / Save: None
Defense: +1 AC and saving throws, Resistance to all damage

You tie a ring to your own finger and take the wound before your companion feels it.

Rules Text:

You touch a willing creature and bind your fates. For the duration, the target has a +1 bonus to AC and saving throws and Resistance to all damage. Each time the target takes damage, you take the same amount of damage. The spell ends if you drop to 0 Hit Points or if you and the target are more than 60 feet apart.

Defense
Target: One willing creature you touch
Duration: 1 hour
Defense: +1 AC and saving throws; Resistance to all damage; you take the same damage
Revivify
Level 3 Necromancy
Casting Time: 1 action
Range: Touch
Target: One creature that died within the last minute, which you touch
Components: V, S, M
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: None

You call the spirit back across the threshold before the road closes behind it.

Rules Text:

You touch a creature that died within the last minute. The creature returns to life with 1 Hit Point. This spell can't return a creature to life if it died of old age, and it can't restore missing body parts.

Healing
Range: Touch
Target: One creature that died within the last minute
Healing: Returns the target to life with 1 Hit Point
Duration: Instantaneous
Spirit Guardians
Level 3 Conjuration
Casting Time: 1 action
Range: Self
Target: Each creature of your choice in a 15-foot Emanation originating from you
Components: V, S, M
Duration: Concentration, up to 10 minutes
Movement: The area moves with you; a creature that fails its save has its Speed halved while in the area
Attack / Save: Wisdom saving throw against your spell save DC
Defense: None

Your ancestors gather around you in a bright, chattering ring, and they do not love your enemies.

Rules Text:

Spirits flit around you in a 15-foot Emanation for the duration. When you cast the spell, you can designate any number of creatures you can see to be unaffected by it. When the emanation enters a creature's space and when a creature enters the emanation or ends its turn there, that creature must make a Wisdom saving throw. On a failure, it takes 3d8 Radiant damage (or Necrotic damage, your choice when you cast the spell) and its Speed is halved while it remains in the emanation; on a success, it takes half as much damage only. A creature can be affected by this spell only once per turn. Using a Higher-Level Spell Slot: the damage increases by 1d8 for each slot level above 3.

Damage
Saving Throw: Wisdom
Range: Self (15-foot Emanation)
Target: Each creature of your choice in a 15-foot Emanation
Duration: Concentration, up to 10 minutes
At Higher Levels:

Damage increases by 1d8 per slot level above 3.

Beacon of Hope
Level 3 Abjuration
Casting Time: 1 action
Range: 30 feet
Target: Any number of creatures of your choice within 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: None
Defense: Advantage on Wisdom saving throws and Death Saving Throws; maximum healing received

You kindle a small, stubborn light that makes despair impossible to hold.

Rules Text:

Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws, and regains the maximum number of Hit Points possible from any healing.

Buff
Target: Any number of creatures within 30 feet
Duration: Concentration, up to 1 minute
Defense: Advantage on Wisdom saves and Death Saves; healing always maximum
Banishment
Level 4 Abjuration
Casting Time: 1 action
Range: 60 feet
Target: One creature you can see within 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Movement: The target is transported to a harmless demiplane and returns to the space it left or the nearest unoccupied space
Attack / Save: Charisma saving throw against your spell save DC
Defense: None

You open a door the size of a person and politely insist that something walk through it.

Rules Text:

One creature you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration; while there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or the nearest unoccupied space. If the target is a Celestial, Elemental, Fey, or Fiend, it is instead sent back to its home plane if the spell lasts the full duration, and it can't return to your plane for 24 hours. Using a Higher-Level Spell Slot: you can target one additional creature for each slot level above 4.

Condition
Saving Throw: Charisma
Range: 60 feet
Target: One creature within 60 feet
Conditions: incapacitated
Duration: Concentration, up to 1 minute
At Higher Levels:

One additional target per slot level above 4.

Death Ward
Level 4 Abjuration
Casting Time: 1 action
Range: Touch
Target: One creature you touch
Components: V, S
Duration: 8 hours
Movement: None
Attack / Save: None
Defense: Prevents the first drop to 0 Hit Points and negates one instant-death effect

A quiet ancestor stands at your companion's shoulder, ready to argue with death.

Rules Text:

You touch a creature and set a spirit watch over it. The first time the target would drop to 0 Hit Points as a result of taking damage, it instead drops to 1 Hit Point, and the spell ends. If the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated instead, and the spell ends.

Defense
Target: One creature you touch
Duration: 8 hours
Defense: First drop to 0 HP becomes 1 HP; one instant-death effect negated
Greater Restoration
Level 5 Abjuration
Casting Time: 1 action
Range: Touch
Target: One creature you touch
Components: V, S, M
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: Removes one level of Exhaustion, one curse, or an ability score or Hit Point maximum reduction

You wash the patient in salt water and pour the sickness into the ground.

Rules Text:

You touch a creature and remove one of the following effects from it: one level of Exhaustion, the Charmed or Petrified condition, one curse (including attunement to a cursed magic item), any reduction to one of its ability scores, or any reduction to its Hit Point maximum.

Utility
Range: Touch
Target: One creature you touch
Duration: Instantaneous
Defense: Removes Exhaustion, Charmed, Petrified, a curse, or an ability score or Hit Point maximum reduction
Raise Dead
Level 5 Necromancy
Casting Time: 1 hour
Range: Touch
Target: One creature that has been dead no longer than 10 days, which you touch
Components: V, S, M
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: None

You call a name three times at a crossroads, and the road gives it back.

Rules Text:

You touch a creature that has been dead no longer than 10 days. The creature returns to life with 1 Hit Point. This spell also neutralizes any poison and cures nonmagical diseases affecting the creature. It can't return a creature to life if it died of old age, and it can't restore missing body parts; if the creature's vital parts are missing, the spell fails.

Healing
Range: Touch
Target: One creature dead no longer than 10 days
Healing: Returns the target to life with 1 Hit Point
Duration: Instantaneous
Heal
Level 6 Abjuration
Casting Time: 1 action
Range: 60 feet
Target: One creature you can see within 60 feet
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: Ends Blinded, Deafened, and Poisoned

You pour ashe through the whole body at once, mending what medicine cannot reach.

Rules Text:

Positive energy washes through a creature you can see within range, restoring 70 Hit Points and ending the Blinded, Deafened, and Poisoned conditions on it. Using a Higher-Level Spell Slot: the healing increases by 10 for each slot level above 6.

Healing
Range: 60 feet
Target: One creature within 60 feet
Healing: 70 Hit Points
Duration: Instantaneous
Defense: Ends Blinded, Deafened, and Poisoned
At Higher Levels:

Healing increases by 10 per slot level above 6.

True Seeing
Level 6 Divination
Casting Time: 1 action
Range: Touch
Target: One willing creature you touch
Components: V, S, M
Duration: 1 hour
Movement: None
Attack / Save: None
Defense: None

The veil thins, and your companion sees the world as the spirits see it.

Rules Text:

You touch a willing creature. For the duration, the target has Truesight with a range of 120 feet, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Utility
Target: One willing creature you touch
Duration: 1 hour
Defense: Truesight 120 feet; notices magical secret doors; sees the Ethereal Plane
Etherealness
Level 7 Conjuration
Casting Time: 1 action
Range: Self
Target: Self (and additional willing creatures at higher levels)
Components: V, S
Duration: Up to 8 hours
Movement: You move in any direction at your walking speed on the Ethereal Plane and can move through solid objects
Attack / Save: None
Defense: You can't be affected by or affect anything on the Material Plane

You step sideways out of the world and walk among the spirits that live beside it.

Rules Text:

You step into the border regions of the Ethereal Plane for the duration. While there you can move in any direction and can move through solid objects; you can't affect or be affected by anything on the Material Plane. If you end your turn inside an object, you take 1d10 Force damage. You can take a Magic action to return to the Material Plane. Using a Higher-Level Spell Slot: you can target one additional willing creature within 10 feet of you for each slot level above 7.

Movement
Target: Self
Duration: Up to 8 hours
Movement: Move in any direction and through solid objects on the Ethereal Plane
Utility
Target: Self
Duration: Up to 8 hours
At Higher Levels:

One additional willing creature within 10 feet per slot level above 7.

Divine Word
Level 7 Evocation
Casting Time: 1 Bonus Action
Range: 30 feet
Target: Each creature of your choice within 30 feet that can hear you
Components: V
Duration: Instantaneous
Movement: None
Attack / Save: Charisma saving throw against your spell save DC
Defense: None

You say one syllable of the first language, and the world flinches.

Rules Text:

You speak a word of power. Each creature of your choice within range that can hear you must make a Charisma saving throw. On a failure, a creature is affected based on its current Hit Points: 50 or fewer — Deafened for 1 minute; 40 or fewer — Deafened and Blinded for 10 minutes; 30 or fewer — Blinded, Deafened, and Stunned for 1 hour; 20 or fewer — it dies. In addition, if a Celestial, Elemental, Fey, or Fiend fails its save, it is sent back to its home plane (if it isn't already there) and can't return to your plane for 24 hours.

Condition
Saving Throw: Charisma
Range: 30 feet
Target: Each creature of your choice within 30 feet that can hear you
Conditions: deafened, blinded, stunned
Duration: Instantaneous
Holy Aura
Level 8 Abjuration
Casting Time: 1 action
Range: Self
Target: Creatures of your choice in a 30-foot Emanation originating from you
Components: V, S, M
Duration: Concentration, up to 1 minute
Movement: The emanation moves with you
Attack / Save: Constitution saving throw against your spell save DC (made by a Fiend or Undead that hits an affected creature with a melee attack)
Defense: Advantage on all saving throws; attackers have Disadvantage on attack rolls against affected creatures

Your patrons crowd close, and the air around you turns to clean, unbearable light.

Rules Text:

A brilliant radiance fills a 30-foot Emanation originating from you for the duration. Creatures of your choice in the emanation have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or Undead hits an affected creature with a melee attack, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.

Buff
Target: Creatures of your choice in a 30-foot Emanation
Duration: Concentration, up to 1 minute
Defense: Advantage on all saving throws; attackers have Disadvantage against affected creatures
Condition
Saving Throw: Constitution
Conditions: blinded
Duration: Until the end of the attacker's next turn
Mass Heal
Level 9 Abjuration
Casting Time: 1 action
Range: 60 feet
Target: Any number of creatures you can see within 60 feet
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: Ends Blinded, Deafened, and Poisoned

You open the well inside yourself all at once, and everyone standing in the river is healed.

Rules Text:

A flood of healing energy flows from you into creatures around you. Choose any number of creatures you can see within range and restore a total of 700 Hit Points, divided among them as you choose. The Blinded, Deafened, and Poisoned conditions end on each of them.

Healing
Range: 60 feet
Target: Any number of creatures within 60 feet
Healing: 700 Hit Points divided as you choose
Duration: Instantaneous
Defense: Ends Blinded, Deafened, and Poisoned
Gate
Level 9 Conjuration
Casting Time: 1 action
Range: 60 feet
Target: An unoccupied space you can see within 60 feet; the portal connects to a precise location on another plane
Components: V, S, M
Duration: Concentration, up to 1 minute
Movement: Creatures can move through the open portal to the linked plane
Attack / Save: Charisma saving throw against your spell save DC (for a named creature you attempt to pull through)
Defense: None

You knock on the door of a spirit's own country and it opens from the other side.

Rules Text:

You conjure a portal linking an unoccupied space you can see within range to a precise location on another plane of existence that you can name. The portal is a circular opening 5 to 20 feet in diameter, and it remains open for the duration while you concentrate. You can name a specific creature you know; if that creature is on the plane the portal leads to, it must succeed on a Charisma saving throw or be pulled through the portal to the nearest unoccupied space on your side. Deities and planar rulers can refuse to allow a portal to open in their presence.

Utility
Range: 60 feet
Target: An unoccupied space within 60 feet
Duration: Concentration, up to 1 minute
Movement
Range: 60 feet
Target: Any creature that moves through the portal
Duration: Concentration, up to 1 minute
Movement: A 5- to 20-foot-diameter portal allows creatures to move to the linked plane

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Balance Notes The Ashe Intercessor is a full divine spellcaster on the standard full-caster spell slot table, with d8 Hit Dice, Medium armor and Shields, Simple weapons, and Wisdom-based preparation identical in structure to the Cleric. Its two extra subsystems are deliberately small: Ashe points (Proficiency Bonus + Wisdom modifier) fuel only minor bonuses (a 1d4/1d6 bonus, a 1d8/2d8 + Wisdom modifier damage reduction, temporary Hit Points, or a short teleport), and Channel Ashe mirrors Channel Divinity (2 uses at 2nd level, 3 at 6th, 4 at 18th). Compared with the Cleric, the class trades heavy armor proficiency, Divine Order, and the Cleric's very broad spell list for a narrower 25-spell spirit-flavored list, so overall power sits at or slightly below baseline full-caster strength at every tier.
Level Prof. Features Resources Spell Slots
1 +2 Ashe Intercession (Spellcasting), Wellspring of Ashe, Omen Reader Ashe Points: 5 L1: 2
2 +2 Channel Ashe Ashe Points: 5 Channel Ashe: 2 uses L1: 3
3 +2 Spirit Path, Spirit Path feature Ashe Points: 5 Channel Ashe: 2 uses L1: 4 L2: 2
4 +2 Ability Score Improvement or Feat Ashe Points: 6 Channel Ashe: 2 uses L1: 4 L2: 3
5 +3 Lifeline of Ashe Ashe Points: 7 Channel Ashe: 2 uses L1: 4 L2: 3 L3: 2
6 +3 Spirit Path feature, Channel Ashe (3 uses) Ashe Points: 7 Channel Ashe: 3 uses L1: 4 L2: 3 L3: 3
7 +3 Spirit Sight Ashe Points: 7 Channel Ashe: 3 uses L1: 4 L2: 3 L3: 3 L4: 1
8 +3 Ability Score Improvement or Feat Ashe Points: 8 Channel Ashe: 3 uses L1: 4 L2: 3 L3: 3 L4: 2
9 +4 Ashen Overflow Ashe Points: 9 Channel Ashe: 3 uses L1: 4 L2: 3 L3: 3 L4: 3 L5: 1
10 +4 Petition the Unseen Ashe Points: 9 Channel Ashe: 3 uses L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
11 +4 Deep Wellspring Ashe Points: 11 Channel Ashe: 3 uses L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1
12 +4 Ability Score Improvement or Feat Ashe Points: 11 Channel Ashe: 3 uses L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1
13 +5 Spellcasting progression (7th-level spells) Ashe Points: 12 Channel Ashe: 3 uses L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1
14 +5 Spirit Path feature, Spirit Walk Ashe Points: 12 Channel Ashe: 3 uses L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1
15 +5 Spellcasting progression (8th-level spells) Ashe Points: 12 Channel Ashe: 3 uses L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1
16 +5 Ability Score Improvement or Feat Ashe Points: 12 Channel Ashe: 3 uses L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1
17 +6 Spirit Path feature Ashe Points: 13 Channel Ashe: 3 uses L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1 L9: 1
18 +6 Vessel of Ashe, Channel Ashe (4 uses) Ashe Points: 13 Channel Ashe: 4 uses L1: 4 L2: 3 L3: 3 L4: 3 L5: 3 L6: 1 L7: 1 L8: 1 L9: 1
19 +6 Ability Score Improvement or Feat Ashe Points: 13 Channel Ashe: 4 uses L1: 4 L2: 3 L3: 3 L4: 3 L5: 3 L6: 2 L7: 1 L8: 1 L9: 1
20 +6 Ashe Eternal Ashe Points: 15 Channel Ashe: 4 uses L1: 4 L2: 3 L3: 3 L4: 3 L5: 3 L6: 2 L7: 2 L8: 1 L9: 1

Class Features

Ashe Intercession (Spellcasting) (Level 1)

You are a full divine spellcaster who channels ashe through covenants with spirit patrons (orisha, lwa, ancestors, or local guardians). Wisdom is your spellcasting ability. Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier; spell attack modifier = your Proficiency Bonus + your Wisdom modifier. Cantrips Known: 3 at 1st level, 4 at 4th level, 5 at 10th level. Prepared Spells: you prepare a number of spells of 1st level and higher from the Ashe Intercessor spell list equal to your Wisdom modifier + your class level (minimum 1). You must have a spell slot of a spell's level to prepare it, and you can change your prepared list when you finish a Long Rest. Spellcasting Focus: you can use a holy focus — a beaded strand, carved staff, cowrie shells, bells, a bowl of salt water, or a shrine token — as a Spellcasting Focus for your spells.

Wellspring of Ashe (Level 1)

You carry a reservoir of sacred ashe. Your Ashe point maximum equals your Proficiency Bonus + your Wisdom modifier (5 at 1st level with Wisdom 16; 13 at 17th level with Wisdom 20 and Deep Wellspring). You regain all expended Ashe points when you finish a Long Rest. While conscious and not Incapacitated, you can spend Ashe points on these intercessions: Spirit's Favor (Bonus Action, 1 Ashe point; one creature you can see within 30 feet that can hear and understand you adds 1d4 to one ability check, attack roll, or saving throw it makes within the next minute); Ashe Ward (Reaction, 1 Ashe point, when a creature you can see within 30 feet takes damage; roll 1d8 + your Wisdom modifier and reduce that damage by the total); Ancestral Rite (1 minute of prayer, song, or offering, 1 Ashe point; ask the spirits one question about a place, object, or creature you can perceive, and the GM answers truthfully in a single symbolic sentence or image).

Resource Cost: Ashe points

Omen Reader (Level 1)

You learn the Read Omens and Ancestral Guidance cantrips in addition to your other cantrips if they are not already on your list. In addition, once per Long Rest you can spend 10 minutes in rite — pouring water, scattering shells, or burning oil — to learn one true fact chosen by the GM about a creature, place, or event you name; the answer arrives as an omen that is always true but not always literal. You also learn whether a place you can see has been consecrated or desecrated within the past year.

Channel Ashe (Level 2)

You can direct raw ashe through your body and voice. You have 2 uses of Channel Ashe at 2nd level, 3 uses at 6th level, and 4 uses at 18th level; you regain all expended uses when you finish a Short or Long Rest. Options: Admonish the Unquiet (Magic action; present your holy focus; each Undead or Fiend of your choice within 30 feet that can see or hear you must succeed on a Wisdom saving throw against your spell save DC or have the Frightened condition for 1 minute or until it takes any damage; while Frightened this way, a target can do only one of the following on each of its turns: move, take an action, or take a Bonus Action); Spirit's Blessing (Magic action; up to three creatures of your choice within 30 feet regain Hit Points equal to 1d8 + your Wisdom modifier, and this becomes 2d8 + your Wisdom modifier at 6th level).

Resource Cost: 1 use of Channel Ashe

Spirit Path (Level 3)

At 3rd level you choose the spirit path that claims you: the Path of the Crossroads, the Path of the River's Mouth, or the Path of the Iron Witness. Your choice grants features at 3rd, 6th, 14th, and 17th level.

Lifeline of Ashe (Level 5)

Whenever you expend a spell slot of 1st level or higher to cast a spell, you can spend 1 Ashe point to grant one creature you can see within 30 feet Temporary Hit Points equal to 1d8 + your Wisdom modifier. You can use this benefit only once per casting of a spell.

Resource Cost: 1 Ashe point

Spirit Sight (Level 7)

You can see Invisible creatures and objects within 30 feet of yourself, and you sense the presence and exact location of any Celestial, Fiend, Undead, or spirit within 60 feet of you, even through walls and other obstacles. You also have Advantage on saving throws made to avoid or end the Charmed or Frightened condition caused by such creatures.

Ashen Overflow (Level 9)

Your well does not empty. When you finish a Short Rest, you regain expended Ashe points equal to your Proficiency Bonus. In addition, when you roll Initiative and have 2 or fewer Ashe points remaining, you regain 1 Ashe point.

Petition the Unseen (Level 10)

Once per Long Rest, you can petition your spirit patrons directly. As a Magic action, choose one spell of 5th level or lower from the Ashe Intercessor spell list that has a casting time of 1 action; you cast it without expending a spell slot and without providing material components. At 20th level, Ashe Eternal allows one additional petition of 6th level or lower each Long Rest.

Deep Wellspring (Level 11)

Your reservoir deepens: your Ashe point maximum increases by 2. Your Spirit's Favor bonus becomes 1d6, and your Ashe Ward reduces damage by 2d8 + your Wisdom modifier.

Spirit Walk (Level 14)

Once per Long Rest, you can cast Etherealness on yourself without expending a spell slot. While on the Ethereal Plane by this feature, you can see and hear the Material Plane out to 60 feet and you do not take force damage from ending your turn inside an object (you are instead shunted to the nearest unoccupied space).

Vessel of Ashe (Level 18)

Your body becomes a stronger conduit: you have 4 uses of Channel Ashe, and when you use an option of Channel Ashe, one creature of your choice within 30 feet regains Hit Points equal to 2d8. In addition, once per Long Rest, when a creature you can see within 30 feet would drop to 0 Hit Points (and isn't killed outright), you can spend 1 Ashe point to leave it at 1 Hit Point instead.

Resource Cost: 1 Ashe point (for the death-prevention benefit)

Ashe Eternal (Level 20)

Your Ashe point maximum increases by 2, and you regain all expended Ashe points whenever you finish a Short Rest. In addition, once per Long Rest you can petition for a spell of 6th level or lower from the Ashe Intercessor spell list, casting it as a Magic action without expending a spell slot and without material components (this is in addition to Petition the Unseen).

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